Discussion about the overkill situation brought me to this vague idea: consider more units at an equal range, so that units spread out their damage a little. Ideally, a target precision value could be stored in the templates (higher for archers, lower for skirms for example) and then used to influence the 'EntityDistanceOrdering' on certain calls to the range manager. (Things like choosing the closest unit don't need to be super precise and maybe shouldn't be wrt overkill).
https://code.wil